hmm, mine differs a little, but not massively. I still don't see why it wouldn't work. You're doing things in a slightly more smart way, replacing all the blank spaces. This is my exact implementation
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
public class Level10 : MonoBehaviour
{
public MovingPlatform movingPlatform;
string normalPath;
string normalPath2;
public MovingPlatform bug;
string bugPath;
string bugPath2;
void Start()
{
normalPath = Path.GetFullPath(Application.dataPath + @"\platformsettings.txt");
normalPath2 = normalPath.Replace(@"\ThatGame_Data","");
bugPath = Path.GetFullPath(Application.dataPath + @"\bugsettings.txt");
bugPath2 = bugPath.Replace(@"\ThatGame_Data","");
}
void Update()
{
if (!movingPlatform.forceMove)
{
if (File.Exists(normalPath))
{
if (ReadString(normalPath))
{
movingPlatform.forceMove = true;
}
}
if (File.Exists(normalPath2))
{
if (ReadString(normalPath2))
{
movingPlatform.forceMove = true;
}
}
}
if (PlayerPrefs.GetInt(gameObject.transform.parent.name) != 1)
{
if (File.Exists(bugPath))
{
if (ReadString(bugPath))
{
bug.forceMove = true;
}
}
if (File.Exists(bugPath2))
{
if (ReadString(bugPath2))
{
bug.forceMove = true;
}
}
}
}
public bool ReadString(string path)
{
StreamReader reader = new StreamReader(path);
if (
Read(path, reader, "moving = true")
|| Read(path, reader, "moving= true")
|| Read(path, reader, "moving =true")
|| Read(path, reader, "moving=true"))
{
reader.Close();
return true;
}
else
{
reader.Close();
return false;
}
}
public bool Read(string path, StreamReader reader, string check)
{
reader = new StreamReader(path);
if (reader.ReadToEnd().Contains(check))
{
reader.Close();
return true;
}
else
{
reader.Close();
return false;
}
}
}
I'm a little confused, not really sure what to suggest... I'll have a think but seems my brain isn't working this evening 😅Sorry about the blocked progress in the game!
Also thanks again for doing that :)